Rivals of Aether

Rivals of Aether

Nate
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Update: 2 Aug, 2024 @ 3:55pm

Nate Patch 2.01

==GENERAL==
- Respawn platform being replaced with an USpecial platform now only happens with new rune C.

==NSPECIAL==
- Crystal now disappears if Nate gets parried or dies.

==UAIR==
* Main Hit Angle 100 -> 90
* Tipman (Low-Angle) hitbox priority reduced
* Hitbox sizes slightly adjusted (main hitbox slightly smaller, tipman hitbox slightly larger
//this should make landing the main hit significantly easier, while also making the tipman viable to hit when intentionally going for it

Update: 1 Aug, 2024 @ 3:10pm

NATE 2.0 PATCH NOTES

==METER REWORK==
* Meter no longer fills up over time after landing a hit
* Meter fills a lot more for landing hits
* Specials can now all be charged to fill the meter before use
* Specials all drain meter when used
* Specials' power is now smoothly based on meter amount
//Details on how this impacts specials will be detailed per move

==GENERAL==
* Illidrium moves now have metal sfx overlaid
* Ice moves (jab 3, ftilt, fstrong, bair, fspecial) have new hfx and apply a white overlay to hit foes while they are in hitpause/hitstun
* Some animation offset stuff fixed (like dash offset, idk how this was so messed up for so long)
* New roll animations
* New airdodge animation (done by ricE, thank you!)
* Added dust effects to all grounded moves
* Alts can now change skin tone (some previous alts have been given new skin tones)
* New alt for ricE (sorry this is SO late lmfao)
* New "sunset" alt
* New taunt for Dregun alt (again, sorry for the wait)
* Removed a lot of print-text, including debug statements and harmless article destroy errors
* Charselect and results-small no longer have the blue rim lighting
+ When Nate respawns, his respawn platform is replaced with a low-charge USpecial platform. If not moved, it lasts for 5 seconds (like a normal char), and his respawn invulnerability lasts for 2 seconds (same as if a normal char immediately got off their respawn plat)

==DAIR==
* Sweetspot Hitpause reduced

==DATTACK==
+ Pillar Damage increased (8 -> 10)

==DSPECIAL==
* This is now a completely new move, Illidrium Caltrops! The buff moves are now only on a rune.
//This move has Nate throw 1-5 illidrium caltrops forward (depending on charge). If an enemy lands on a caltrop, they will get hurt, but walking and running through are OK. Opponents can hit the caltrops to instantly destroy them. If Nate hits a caltrop with an ice move (Jab 3, FTilt, BAir, FStrong, FSpecial) it will coat the spikes in ice, increasing the size and power of the caltrops, as well as protecting them from one hit. All spikes will be destroyed instantly with clairen's plasma field.

==DTILT==
- Damage reduced (10, 12 -> 8, 10)

==FAIR==
+ Damage increased (5 -> 7)

==FSPECIAL==
* Distance traveled is based on charge
* Gets a third hit at half charge
* Max charge is the old Flash Freeze

==FSTRONG==
- Hitbox vertical height reduced
* Adjusted charge animation so the energy no longer lingers
* Damage adjusted (8[body], 12[sweet], 8[sour] -> 7, 13, 10)
* Sourspot knockback adjusted (9+1 @55 -> 8+1 @50)
* Sweetspot hit sfx adjusted

==FTILT==
- Damage reduced (4, 5 -> 3, 4)

==JAB==
* Jab 3 launch angle changed 65 -> 50
+ Jab 3 animation and hitboxes slightly changed to increase horizontal range
+ Jab 3 damage increased (1, 1, 2 -> 2, 2, 3)
+ If the gem is out, jab 3's endlag can be cancelled into the gem detonation on hit

==NAIR==
* Is a faster, weaker, slightly smaller combo move now, modeled after mii gunner nair
* First couple frames (back hit) launch backwards

==NSPECIAL==
- Movement of the crystal-spawning reticle slowed and given a momentum effect.
+ The time in which you can hold the button to move the crystal-spawning reticle increased (60f -> 80f)
- Threshold for making the large crystal increased (30f hold -> 56f hold)
- Initial crystal emerging damage reduced (6 -> 4).
- Crystal contact hitbox hitstun scaling reduced (1 -> 0.5). explosion unaffected.
- Crystal contact hitboxes are no longer transcendent. explosion unaffected.
- If the gem is hit while in the startup of being detonated, the crystal will now be instantly destroyed. however, if the crystal's detonation is empowered by full action meter, it cannot be interrupted this way.
* Crystal explosion damage and kb is based on charge. base power reduced slightly to compensate.
+ With full meter, crystal now fires weak shards in every direction upon detonation (similar to etalus armored strongs)
* Added sound effects for when the crystal lands on the ground.
- Crystal is now destroyed when it comes in contact with clairen's plasma field
* Fixed a bug in which the crystal could still be detonated while it was in hitpause from another player
* Made it so the crystal no longer bounces if it lands on the platform
* Fixed a bug in which the crystal would vibrate rapidly when on top of the platform
* Parrying a moving crystal no longer inflicts parry stun and now 'reflects' the crystal, causing it to home in on the other player and then explode on contact.
//This parry interaction is slightly messed up in doubles/ffas, and will fly towards a seemingly random target instead. This is completely known but honestly bugfixing this parry interaction was taking a very long time and was very frustrating, so T settled for making sure it works properly in 1v1s.
* Parrying an already parried gem will cause it to be instantly destroyed.

==TAUNT==
+ With full meter, can now be cancelled into anything on-hit, consuming the meter.
* Knockback increased (5 -> 6.5)

==USPECIAL==
* Platform lifetime and speed is based on charge level
* Platform lifetime is visible (platform will darken when close to expiration)
* When platform has life, it does not fall. but when platform reaches 0 lifetime, it will quickly fall and can no longer be steered left or right.
+ When platform has very high speed, it gains a hitbox.
+ When used without a platform available, the pity hop can also be charged for more height
* When used on the ground, USpecial is a completely new move!
//This move is basically just an upwards version of DAttack, where a large pillar is made underneath Nate to launch him into the air. This move can be charged for more pillar strength, and the fully charged version has Nate perform an illidrium-gloved uppercut as he rises for strong launch power throughout. This move is not usable on top of Nate's own platform, attempting to do so will simply put Nate in platform-controlling state.

==USTRONG==
- Hit 1 damage reduced (6 -> 4)
* Hit 2 knockback adjusted (10 + .95 @110 -> 9.5 + 1.05 @100)

==UTILT==
- Damage reduced (9, 11 -> 7, 9)

Update: 11 Dec, 2022 @ 12:55pm

FSTRONG PATCH AAAAAAAA
- Startup increased (11 -> 14, first hitbox comes out F15 instead of F12. charge frame is now 6 instead of 5)
- Endlag increased (22/33f instead of 20/30f)

- Sweetspot knockback reduced (9.5+1.1 -> 9+1.1)
- Sweetspot hitbox size reduced.

- Outer sourspot knockback reduced (9+.95 -> 8.5+.9)
- Outer sourspot damage reduced (10 -> 8)
- Outer sourspot hitbox size reduced
//this hitbox now galaxies zett at ToH ledge at 145 instead of 130, in addition to being smaller and slower.

- Body sourspot knockback reduced (9+.1 -> 8+.8) //wtf sorry
- Body sourspot damage reduced (8 -> 6)

Update: 25 Nov, 2021 @ 11:57pm

Nate v1.39 (hotfix!)

--DTILT--
* No longer has weird turnaround code on the first frame.

--FTILT--
* No longer has weird turnaround code on the first frame.
* Now has the proper turnaround code for cancelling out of a jab.
+ Adjusted the first hit's hitboxes to better connect into the second hit.
+ Made the second hit bigger if the first hit connects.

--UTILT--
* No longer has weird turnaround code on the first frame.

Big patch coming.... eventually. Hopefully mid-December?

Update: 23 Oct, 2021 @ 4:45pm

Nate v1.38
--GENERAL--
* Fixed the depth of the intro zipline to appear properly on Adventure Mode stages.
* Adjusted the depth of many particle visuals to appear properly on Adventure Mode stages. (Note, the off-ledge construct support structure visuals do not and can not function properly on these stages)
* Added Character Attribute variables for compatability with Adventure Mode stages.
--BAIR--
* Now properly changes your momentum when hitting Adventure Mode enemies.
--DAIR--
* Now properly changes your momentum when hitting Adventure Mode enemies.
--NSPECIAL--
* Now can properly be spawned and used on Adventure Mode stages.
--USPECIAL--
* Now can properly be spawned and used on Adventure Mode stages.

Update: 17 Oct, 2021 @ 1:18pm

Nate v1.37
* Refined the code for ground detection when spawning a NSpecial crystal in the air.

Update: 4 Aug, 2021 @ 10:10pm

Nate v1.35

--DTILT--
- Tipper damage [12 -> 10]
+ Base hit kb [7+.75 -> 8+.85]

--DSTRONG--
- Startup 16 -> 19 (move is now frame 20)

--DSPECIAL--
- Action Meter gain significantly decresed when either stat buff is applied.
//Now you have to decide whether you want to be able to play more brawly with your normals, or if you want to rely on your enhanced specials to get the job done.
- Slightly increased startup, endlag and cancel endlag.

--FAIR--
- Decreased hitbox size slightly.
- Decreased knockback. [6.5+1.05 -> 6.5+0.95]
* Adjusted launch angle. [65 -> 75]

--FSTRONG--
+ Adjusted launch angle of both ice hitboxes. [50 -> 45]
- Decreased launch power of both ice hitboxes. [10+1.15 -> 9.5+1.1, 9.5+1.05-> 9+.95]
//The sweetspot now galaxies about 10% later on Zetter at center stage JV (115 -> 125)

--NSPECIAL--
- Now ignores other projectiles entirely.
+ Increased damage, knockback, and hitbox size of the explosion slightly when empowered with Action Meter.

--UTILT--
- Tipper damage [12 -> 10]
+ Base hit angle [85 -> 90]
- Decreased hitbox size slightly

--USTRONG--
+ Hit 2 KB increased [10+.85 -> 10+.95]
//Now galaxies about 15% earlier on Zetter at center stage JV (155 -> 140)

Update: 29 Jul, 2021 @ 10:50am

v1.23

Update: 25 Jul, 2021 @ 10:51pm

v1.34

--AESTHETICS--
* Added Dialogue Buddy compatibility

--FAIR--
- Startup 6 -> 8
* Animation adjusted. Hitboxes adjusted to match the new animation. (Less horizontal range, more vertical range.)

--FSPECIAL--
- Ice Shot (weak version) is no longer transcendent.

--NSPECIAL--
* Crystal now only destroys hitboxes that aren't transcendent and aren't plasma safe. It still cannot be launched by those projectiles, it simply ignores them.

--USPECIAL--
* Fixed a bug in which you could refresh your ability to use a platform by ramming into a wall while riding a platform.
- Platform now begins falling faster when spawned very high up. (The heavy horizontal line on Tutorial Grid is about where the threshold is.)
- Nate is no longer allowed to make a new platform after jumping through a stage platform from below. He now must touch a stage platform or stage surface while grounded to be able to make a new platform.
* Adjusted the speed of the platform when controlling its movement. (Higher acceleration, lower top speed.)

--UTILT--
- Startup 8 -> 10

Update: 18 Jul, 2021 @ 3:00pm

v1.33 cont'd cont'd.

--NSPECIAL--
* Now properly uses the Illidrium hit effect when the crystal is hit and launched into a player.